Hi, I'm the GM who was worried that the PCs had access to grenades at 2nd level. Really, what I should have been worried about was the fact that they had access to an enormous room that was autospawning bad guys. After an effective TPK (enough PCs killed that campaign is over, and the 2 survivors go off to desk jobs), I'm getting ready to start a new campaign.
I've got some time and leeway, because other players have stepped up to give me a chance to play. Here's the campaign concept I was thinking of:
Take a world with higher air pressure and a smaller gravitational pull, taking it to the point where, because of both of these factors, human-powered flight is genuinely viable. It was a colony world, but has now fallen into relative barbarism -- feudal monarchy has arisen. Peasants fight with spears or clubs on the ground, while nobles soar through the sky on crystal wings (an effectively weightless aerogel), dueling with razor-sharp wingtips and blades fixed to their ankles.
Most of what I want can be taken care of with simple rules -- a new type of weapon proficiency for weapons used with the feet, a few new weapons, and so on -- but what I really need are good, solid, simple flying rules. I was never a fan of the core D&D flying rules -- they were bulky and crude and really just there for the few times when people were in the air. Is there anything that handles altitude changes well, as well as the greater distances handled during flight-fights?
I've got some time and leeway, because other players have stepped up to give me a chance to play. Here's the campaign concept I was thinking of:
Take a world with higher air pressure and a smaller gravitational pull, taking it to the point where, because of both of these factors, human-powered flight is genuinely viable. It was a colony world, but has now fallen into relative barbarism -- feudal monarchy has arisen. Peasants fight with spears or clubs on the ground, while nobles soar through the sky on crystal wings (an effectively weightless aerogel), dueling with razor-sharp wingtips and blades fixed to their ankles.
Most of what I want can be taken care of with simple rules -- a new type of weapon proficiency for weapons used with the feet, a few new weapons, and so on -- but what I really need are good, solid, simple flying rules. I was never a fan of the core D&D flying rules -- they were bulky and crude and really just there for the few times when people were in the air. Is there anything that handles altitude changes well, as well as the greater distances handled during flight-fights?